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Question regarding making classes that accept a variable...

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Currently, in my engine when you want to create a new light object for instance you would type: this->Engine->sceneManager->sceneNode->nodeLight->createLight("Light1"); This is kinda long but what my parter in the project suggested we do is something along the lines of this: this->Engine->sceneManager("Level1")->createLight("Light1"); Now, how do I make it so I can pass sceneManager the name of the level and then be able to select which function I want? I really have no idea... Any help would be greatly appreciated :D Join the World Wide Revolution:

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You could make it like this:

class Engine {
Engine() {
m_sceneMap["Level1"] = new SceneManager(plahplahplah);
m_sceneMap["Level2"] = new SceneManager(blehblehbleh);

~Engine() {
//TODO: release mem yo lazy bum


SceneManager* getScene(const std::string& sceneName) {
assert(m_sceneMap.find(sceneName) != m_sceneMap.end());
return m_sceneMap[sceneName];

std::map<std::string, SceneManager*> m_sceneMap;

//now you can do:

Engine e;

So just make a function that returns a pointer to some other object and use a map to look-up the correct object (or preferably hash_map if you have one)

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Wait a sec I think I kinda misunderstood the question..

But anyway. If you want to call
where xxx can be just about anything, you have no choice but to make a new class that indirects the function calls to the real functions (such as sceneNode->nodeLight->createLight()), and then getScene returns an instance of this auxiliary class.

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Guest Anonymous Poster
maybe something like this..


// do stuff here
sceneManager->createLight(...) // or what ever..

So you hide as much as possible of the stuff that
is goining on.


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